Turn 3 Druid of the Flame and turn 4 this = 2/8 or 5/5. Similar to 5/5 +4 health Priest Mech card but comes one turn earlier, which could be important. It's really hard for some deck to remove 2/5 Druid of the Flame or even Jungle Panther, which will become a 4/6. Pretty good I think.
Giving 3 health to something is generally better than having 3 health on the creature hence it can be used to protect something or trade efficiently. For instance 3hps on a panther or a druid of the flame is explosive tempo wise and very hard to counter efficiently on board.
Very cost effective card, provides tempo and I see it working with follow up turns. Imho very playable in constructed.
Yeah, seems like they are pushing the beast drood with these cards, which is understandable, since drood already got quite powerful cards, therefore they must push a new path for droods to not make them totally unbalanced. My types of drood is always nice but i still think there's too few drood beast cards for this architype to take off really. Guess we'll have to play the same classics droood decks until next expansion. Extremly competative speaking that is, i'm prolly some kind of uber pro.
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There's no such thing as arrogance it's called jealousy and that's a YOU problem, not a ME problem.
Seems decent, but not sure if strong enough. Compared to other tribe class cards, such as Goblin Blastmage or Powermace it seems a tad weaker, because there aren't that many good early game beasts for Druid. However, Druid could end up running Druid of the Flame and even Jungle Panther, in which case this card would be actually worth running.
Another good beast synergy card for Druid, but that's all it is; good.
Druid needs only one OP beast card to build its deck around, like what Gadgetzan Auctioneer used to for miracle rogue. This card hasn't been printed yet, but once it is, Druid would have plenty of good beasts to support it.